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threejs-utils

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This is a utils repo for THREE.js which including three.min.js, dat.gui.min.js and stats.min.js

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// threejs.org/license (function(h,qa){"object"===typeof exports&&"undefined"!==typeof module?qa(exports):"function"===typeof define&&define.amd?define(["exports"],qa):qa(h.THREE=h.THREE||{})})(this,function(h){function qa(){}function C(a,b){this.x=a||0;this.y=b||0}function ca(a,b,c,d,e,f,g,k,l,m){Object.defineProperty(this,"id",{value:Xd++});this.uuid=h.Math.generateUUID();this.sourceFile=this.name="";this.image=void 0!==a?a:ca.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=void 0!==b?b:ca.DEFAULT_MAPPING;this.wrapS=void 0!== c?c:1001;this.wrapT=void 0!==d?d:1001;this.magFilter=void 0!==e?e:1006;this.minFilter=void 0!==f?f:1008;this.anisotropy=void 0!==l?l:1;this.format=void 0!==g?g:1023;this.type=void 0!==k?k:1009;this.offset=new C(0,0);this.repeat=new C(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.encoding=void 0!==m?m:3E3;this.version=0;this.onUpdate=null}function ha(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}function yb(a,b,c){this.uuid=h.Math.generateUUID(); this.width=a;this.height=b;this.scissor=new ha(0,0,a,b);this.scissorTest=!1;this.viewport=new ha(0,0,a,b);c=c||{};void 0===c.minFilter&&(c.minFilter=1006);this.texture=new ca(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy,c.encoding);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.depthTexture=void 0!==c.depthTexture?c.depthTexture:null}function zb(a,b,c){yb.call(this,a,b,c);this.activeMipMapLevel= this.activeCubeFace=0}function da(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._w=void 0!==d?d:1}function q(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}function H(){this.elements=new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);0<arguments.length&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}function Ra(a,b,c,d,e,f,g,k,l,m){a=void 0!==a?a:[];ca.call(this,a,void 0!==b?b:301,c,d,e,f,g,k,l,m);this.flipY=!1}function Ab(a,b,c){var d=a[0];if(0>= d||0<d)return a;var e=b*c,f=Yd[e];void 0===f&&(f=new Float32Array(e),Yd[e]=f);if(0!==b)for(d.toArray(f,0),d=1,e=0;d!==b;++d)e+=c,a[d].toArray(f,e);return f}function Zd(a,b){var c=$d[b];void 0===c&&(c=new Int32Array(b),$d[b]=c);for(var d=0;d!==b;++d)c[d]=a.allocTextureUnit();return c}function ze(a,b){a.uniform1f(this.addr,b)}function Ae(a,b){a.uniform1i(this.addr,b)}function Be(a,b){void 0===b.x?a.uniform2fv(this.addr,b):a.uniform2f(this.addr,b.x,b.y)}function Ce(a,b){void 0!==b.x?a.uniform3f(this.addr, b.x,b.y,b.z):void 0!==b.r?a.uniform3f(this.addr,b.r,b.g,b.b):a.uniform3fv(this.addr,b)}function De(a,b){void 0===b.x?a.uniform4fv(this.addr,b):a.uniform4f(this.addr,b.x,b.y,b.z,b.w)}function Ee(a,b){a.uniformMatrix2fv(this.addr,!1,b.elements||b)}function Fe(a,b){a.uniformMatrix3fv(this.addr,!1,b.elements||b)}function Ge(a,b){a.uniformMatrix4fv(this.addr,!1,b.elements||b)}function He(a,b,c){var d=c.allocTextureUnit();a.uniform1i(this.addr,d);c.setTexture2D(b||ae,d)}function Ie(a,b,c){var d=c.allocTextureUnit(); a.uniform1i(this.addr,d);c.setTextureCube(b||be,d)}function ce(a,b){a.uniform2iv(this.addr,b)}function de(a,b){a.uniform3iv(this.addr,b)}function ee(a,b){a.uniform4iv(this.addr,b)}function Je(a){switch(a){case 5126:return ze;case 35664:return Be;case 35665:return Ce;case 35666:return De;case 35674:return Ee;case 35675:return Fe;case 35676:return Ge;case 35678:return He;case 35680:return Ie;case 5124:case 35670:return Ae;case 35667:case 35671:return ce;case 35668:case 35672:return de;case 35669:case 35673:return ee}} function Ke(a,b){a.uniform1fv(this.addr,b)}function Le(a,b){a.uniform1iv(this.addr,b)}function Me(a,b){a.uniform2fv(this.addr,Ab(b,this.size,2))}function Ne(a,b){a.uniform3fv(this.addr,Ab(b,this.size,3))}function Oe(a,b){a.uniform4fv(this.addr,Ab(b,this.size,4))}function Pe(a,b){a.uniformMatrix2fv(this.addr,!1,Ab(b,this.size,4))}function Qe(a,b){a.uniformMatrix3fv(this.addr,!1,Ab(b,this.size,9))}function Re(a,b){a.uniformMatrix4fv(this.addr,!1,Ab(b,this.size,16))}function Se(a,b,c){var d=b.length, e=Zd(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTexture2D(b[a]||ae,e[a])}function Te(a,b,c){var d=b.length,e=Zd(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTextureCube(b[a]||be,e[a])}function Ue(a){switch(a){case 5126:return Ke;case 35664:return Me;case 35665:return Ne;case 35666:return Oe;case 35674:return Pe;case 35675:return Qe;case 35676:return Re;case 35678:return Se;case 35680:return Te;case 5124:case 35670:return Le;case 35667:case 35671:return ce;case 35668:case 35672:return de; case 35669:case 35673:return ee}}function Ve(a,b,c){this.id=a;this.addr=c;this.setValue=Je(b.type)}function We(a,b,c){this.id=a;this.addr=c;this.size=b.size;this.setValue=Ue(b.type)}function fe(a){this.id=a;this.seq=[];this.map={}}function Sa(a,b,c){this.seq=[];this.map={};this.renderer=c;c=a.getProgramParameter(b,a.ACTIVE_UNIFORMS);for(var d=0;d!==c;++d){var e=a.getActiveUniform(b,d),f=a.getUniformLocation(b,e.name),g=this,k=e.name,l=k.length;for(td.lastIndex=0;;){var m=td.exec(k),r=td.lastIndex, p=m[1],n=m[3];"]"===m[2]&&(p|=0);if(void 0===n||"["===n&&r+2===l){k=g;e=void 0===n?new Ve(p,e,f):new We(p,e,f);k.seq.push(e);k.map[e.id]=e;break}else n=g.map[p],void 0===n&&(n=new fe(p),p=g,g=n,p.seq.push(g),p.map[g.id]=g),g=n}}}function M(a,b,c){return void 0===b&&void 0===c?this.set(a):this.setRGB(a,b,c)}function ec(a,b){this.min=void 0!==a?a:new C(Infinity,Infinity);this.max=void 0!==b?b:new C(-Infinity,-Infinity)}function Xe(a,b){var c,d,e,f,g,k,l,m,r,p,n=a.context,h=a.state,t,w,F,v,x,I;this.render= function(y,E,G){if(0!==b.length){y=new q;var D=G.w/G.z,L=.5*G.z,ea=.5*G.w,Q=16/G.w,ba=new C(Q*D,Q),ya=new q(1,1,0),$a=new C(1,1),Fa=new ec;Fa.min.set(0,0);Fa.max.set(G.z-16,G.w-16);if(void 0===v){var Q=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),N=new Uint16Array([0,1,2,0,2,3]);t=n.createBuffer();w=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,t);n.bufferData(n.ARRAY_BUFFER,Q,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,w);n.bufferData(n.ELEMENT_ARRAY_BUFFER,N,n.STATIC_DRAW);x=n.createTexture(); I=n.createTexture();h.bindTexture(n.TEXTURE_2D,x);n.texImage2D(n.TEXTURE_2D,0,n.RGB,16,16,0,n.RGB,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);h.bindTexture(n.TEXTURE_2D,I);n.texImage2D(n.TEXTURE_2D,0,n.RGBA,16,16,0,n.RGBA,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S, n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);var Q=F={vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}", fragmentShader:"uniform lowp int renderType;\nuniform sampler2D map;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif ( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if ( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},N=n.createProgram(),O=n.createShader(n.FRAGMENT_SHADER), R=n.createShader(n.VERTEX_SHADER),S="precision "+a.getPrecision()+" float;\n";n.shaderSource(O,S+Q.fragmentShader);n.shaderSource(R,S+Q.vertexShader);n.compileShader(O);n.compileShader(R);n.attachShader(N,O);n.attachShader(N,R);n.linkProgram(N);v=N;r=n.getAttribLocation(v,"position");p=n.getAttribLocation(v,"uv");c=n.getUniformLocation(v,"renderType");d=n.getUniformLocation(v,"map");e=n.getUniformLocation(v,"occlusionMap");f=n.getUniformLocation(v,"opacity");g=n.getUniformLocation(v,"color");k=n.getUniformLocation(v, "scale");l=n.getUniformLocation(v,"rotation");m=n.getUniformLocation(v,"screenPosition")}n.useProgram(v);h.initAttributes();h.enableAttribute(r);h.enableAttribute(p);h.disableUnusedAttributes();n.uniform1i(e,0);n.uniform1i(d,1);n.bindBuffer(n.ARRAY_BUFFER,t);n.vertexAttribPointer(r,2,n.FLOAT,!1,16,0);n.vertexAttribPointer(p,2,n.FLOAT,!1,16,8);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,w);h.disable(n.CULL_FACE);h.setDepthWrite(!1);N=0;for(O=b.length;N<O;N++)if(Q=16/G.w,ba.set(Q*D,Q),R=b[N],y.set(R.matrixWorld.elements[12], R.matrixWorld.elements[13],R.matrixWorld.elements[14]),y.applyMatrix4(E.matrixWorldInverse),y.applyProjection(E.projectionMatrix),ya.copy(y),$a.x=G.x+ya.x*L+L-8,$a.y=G.y+ya.y*ea+ea-8,!0===Fa.containsPoint($a)){h.activeTexture(n.TEXTURE0);h.bindTexture(n.TEXTURE_2D,null);h.activeTexture(n.TEXTURE1);h.bindTexture(n.TEXTURE_2D,x);n.copyTexImage2D(n.TEXTURE_2D,0,n.RGB,$a.x,$a.y,16,16,0);n.uniform1i(c,0);n.uniform2f(k,ba.x,ba.y);n.uniform3f(m,ya.x,ya.y,ya.z);h.disable(n.BLEND);h.enable(n.DEPTH_TEST);n.drawElements(n.TRIANGLES, 6,n.UNSIGNED_SHORT,0);h.activeTexture(n.TEXTURE0);h.bindTexture(n.TEXTURE_2D,I);n.copyTexImage2D(n.TEXTURE_2D,0,n.RGBA,$a.x,$a.y,16,16,0);n.uniform1i(c,1);h.disable(n.DEPTH_TEST);h.activeTexture(n.TEXTURE1);h.bindTexture(n.TEXTURE_2D,x);n.drawElements(n.TRIANGLES,6,n.UNSIGNED_SHORT,0);R.positionScreen.copy(ya);R.customUpdateCallback?R.customUpdateCallback(R):R.updateLensFlares();n.uniform1i(c,2);h.enable(n.BLEND);for(var S=0,Ye=R.lensFlares.length;S<Ye;S++){var U=R.lensFlares[S];.001<U.opacity&&.001< U.scale&&(ya.x=U.x,ya.y=U.y,ya.z=U.z,Q=U.size*U.scale/G.w,ba.x=Q*D,ba.y=Q,n.uniform3f(m,ya.x,ya.y,ya.z),n.uniform2f(k,ba.x,ba.y),n.uniform1f(l,U.rotation),n.uniform1f(f,U.opacity),n.uniform3f(g,U.color.r,U.color.g,U.color.b),h.setBlending(U.blending,U.blendEquation,U.blendSrc,U.blendDst),a.setTexture2D(U.texture,1),n.drawElements(n.TRIANGLES,6,n.UNSIGNED_SHORT,0))}}h.enable(n.CULL_FACE);h.enable(n.DEPTH_TEST);h.setDepthWrite(!0);a.resetGLState()}}}function Ze(a,b){var c,d,e,f,g,k,l,m,r,p,n,h,t,w, F,v,x;function I(a,b){return a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.z!==b.z?b.z-a.z:b.id-a.id}var y=a.context,E=a.state,G,D,L,ea,Q=new q,ba=new da,ya=new q;this.render=function(q,Fa){if(0!==b.length){if(void 0===L){var N=new Float32Array([-.5,-.5,0,0,.5,-.5,1,0,.5,.5,1,1,-.5,.5,0,1]),O=new Uint16Array([0,1,2,0,2,3]);G=y.createBuffer();D=y.createBuffer();y.bindBuffer(y.ARRAY_BUFFER,G);y.bufferData(y.ARRAY_BUFFER,N,y.STATIC_DRAW);y.bindBuffer(y.ELEMENT_ARRAY_BUFFER,D);y.bufferData(y.ELEMENT_ARRAY_BUFFER, O,y.STATIC_DRAW);var N=y.createProgram(),O=y.createShader(y.VERTEX_SHADER),R=y.createShader(y.FRAGMENT_SHADER);y.shaderSource(O,["precision "+a.getPrecision()+" float;","uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position * scale;\nvec2 rotatedPosition;\nrotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\nrotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\nvec4 finalPosition;\nfinalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition;\nfinalPosition = projectionMatrix * finalPosition;\ngl_Position = finalPosition;\n}"].join("\n")); y.shaderSource(R,["precision "+a.getPrecision()+" float;","uniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\nvarying vec2 vUV;\nvoid main() {\nvec4 texture = texture2D( map, vUV );\nif ( texture.a < alphaTest ) discard;\ngl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\nif ( fogType > 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); y.compileShader(O);y.compileShader(R);y.attachShader(N,O);y.attachShader(N,R);y.linkProgram(N);L=N;v=y.getAttribLocation(L,"position");x=y.getAttribLocation(L,"uv");c=y.getUniformLocation(L,"uvOffset");d=y.getUniformLocation(L,"uvScale");e=y.getUniformLocation(L,"rotation");f=y.getUniformLocation(L,"scale");g=y.getUniformLocation(L,"color");k=y.getUniformLocation(L,"map");l=y.getUniformLocation(L,"opacity");m=y.getUniformLocation(L,"modelViewMatrix");r=y.getUniformLocation(L,"projectionMatrix");p= y.getUniformLocation(L,"fogType");n=y.getUniformLocation(L,"fogDensity");h=y.getUniformLocation(L,"fogNear");t=y.getUniformLocation(L,"fogFar");w=y.getUniformLocation(L,"fogColor");F=y.getUniformLocation(L,"alphaTest");N=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");N.width=8;N.height=8;O=N.getContext("2d");O.fillStyle="white";O.fillRect(0,0,8,8);ea=new ca(N);ea.needsUpdate=!0}y.useProgram(L);E.initAttributes();E.enableAttribute(v);E.enableAttribute(x);E.disableUnusedAttributes(); E.disable(y.CULL_FACE);E.enable(y.BLEND);y.bindBuffer(y.ARRAY_BUFFER,G);y.vertexAttribPointer(v,2,y.FLOAT,!1,16,0);y.vertexAttribPointer(x,2,y.FLOAT,!1,16,8);y.bindBuffer(y.ELEMENT_ARRAY_BUFFER,D);y.uniformMatrix4fv(r,!1,Fa.projectionMatrix.elements);E.activeTexture(y.TEXTURE0);y.uniform1i(k,0);O=N=0;(R=q.fog)?(y.uniform3f(w,R.color.r,R.color.g,R.color.b),R&&R.isFog?(y.uniform1f(h,R.near),y.uniform1f(t,R.far),y.uniform1i(p,1),O=N=1):R&&R.isFogExp2&&(y.uniform1f(n,R.density),y.uniform1i(p,2),O=N=2)): (y.uniform1i(p,0),O=N=0);for(var R=0,S=b.length;R<S;R++){var C=b[R];C.modelViewMatrix.multiplyMatrices(Fa.matrixWorldInverse,C.matrixWorld);C.z=-C.modelViewMatrix.elements[14]}b.sort(I);for(var U=[],R=0,S=b.length;R<S;R++){var C=b[R],V=C.material;!1!==V.visible&&(y.uniform1f(F,V.alphaTest),y.uniformMatrix4fv(m,!1,C.modelViewMatrix.elements),C.matrixWorld.decompose(Q,ba,ya),U[0]=ya.x,U[1]=ya.y,C=0,q.fog&&V.fog&&(C=O),N!==C&&(y.uniform1i(p,C),N=C),null!==V.map?(y.uniform2f(c,V.map.offset.x,V.map.offset.y), y.uniform2f(d,V.map.repeat.x,V.map.repeat.y)):(y.uniform2f(c,0,0),y.uniform2f(d,1,1)),y.uniform1f(l,V.opacity),y.uniform3f(g,V.color.r,V.color.g,V.color.b),y.uniform1f(e,V.rotation),y.uniform2fv(f,U),E.setBlending(V.blending,V.blendEquation,V.blendSrc,V.blendDst),E.setDepthTest(V.depthTest),E.setDepthWrite(V.depthWrite),V.map?a.setTexture2D(V.map,0):a.setTexture2D(ea,0),y.drawElements(y.TRIANGLES,6,y.UNSIGNED_SHORT,0))}E.enable(y.CULL_FACE);a.resetGLState()}}}function T(){Object.defineProperty(this, "id",{value:ge++});this.uuid=h.Math.generateUUID();this.name="";this.type="Material";this.lights=this.fog=!0;this.blending=1;this.side=0;this.shading=2;this.vertexColors=0;this.opacity=1;this.transparent=!1;this.blendSrc=204;this.blendDst=205;this.blendEquation=100;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=3;this.depthWrite=this.depthTest=!0;this.clippingPlanes=null;this.clipShadows=!1;this.colorWrite=!0;this.precision=null;this.polygonOffset=!1;this.alphaTest= this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.premultipliedAlpha=!1;this.overdraw=0;this._needsUpdate=this.visible=!0}function Ea(a){T.call(this);this.type="ShaderMaterial";this.defines={};this.uniforms={};this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";this.linewidth=1;this.wireframe=!1;this.wireframeLinewidth=1;this.morphNormals=this.morphTargets= this.skinning=this.clipping=this.lights=this.fog=!1;this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1};this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]};this.index0AttributeName=void 0;void 0!==a&&(void 0!==a.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(a))}function Ta(a){T.call(this);this.type="MeshDepthMaterial";this.depthPacking=3200;this.morphTargets=this.skinning= !1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=!1;this.wireframeLinewidth=1;this.lights=this.fog=!1;this.setValues(a)}function Ha(a,b){this.min=void 0!==a?a:new q(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new q(-Infinity,-Infinity,-Infinity)}function Ba(a,b){this.center=void 0!==a?a:new q;this.radius=void 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